/*
- * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
{
struct Context::Impl
{
- explicit Impl(EglGraphicsController& controller)
- : mController(controller)
+ explicit Impl(EglGraphicsController& controller, Integration::GlAbstraction* gl)
+ : mController(controller),
+ mGL(gl)
{
}
hash += salt;
}
- auto& gl = *mController.GetGL();
+ auto* gl = GetGL();
+ if(!gl) // early out if no gl
+ {
+ return;
+ }
if(DALI_UNLIKELY(!mDiscardedVAOList.empty()))
{
- gl.DeleteVertexArrays(static_cast<Dali::GLsizei>(mDiscardedVAOList.size()), mDiscardedVAOList.data());
+ gl->DeleteVertexArrays(static_cast<Dali::GLsizei>(mDiscardedVAOList.size()), mDiscardedVAOList.data());
mDiscardedVAOList.clear();
}
if(mProgramVAOCurrentState != attributeIter->second)
{
mProgramVAOCurrentState = attributeIter->second;
- gl.BindVertexArray(attributeIter->second);
+ gl->BindVertexArray(attributeIter->second);
// Binding VAO seems to reset the index buffer binding so the cache must be reset
mGlStateCache.mBoundElementArrayBufferId = 0;
}
uint32_t vao;
- gl.GenVertexArrays(1, &vao);
- gl.BindVertexArray(vao);
+ gl->GenVertexArrays(1, &vao);
+ gl->BindVertexArray(vao);
// Binding VAO seems to reset the index buffer binding so the cache must be reset
mGlStateCache.mBoundElementArrayBufferId = 0;
mProgramVAOMap[program][hash] = vao;
for(const auto& attr : vertexInputState.attributes)
{
- gl.EnableVertexAttribArray(attr.location);
+ gl->EnableVertexAttribArray(attr.location);
}
mProgramVAOCurrentState = vao;
*/
void InitializeGlState()
{
- auto& gl = *mController.GetGL();
-
- mGlStateCache.mClearColorSet = false;
- mGlStateCache.mColorMask = true;
- mGlStateCache.mStencilMask = 0xFF;
- mGlStateCache.mBlendEnabled = false;
- mGlStateCache.mDepthBufferEnabled = false;
- mGlStateCache.mDepthMaskEnabled = false;
- mGlStateCache.mScissorTestEnabled = false;
- mGlStateCache.mStencilBufferEnabled = false;
+ auto* gl = GetGL();
+ if(gl)
+ {
+ mGlStateCache.mClearColorSet = false;
+ mGlStateCache.mColorMask = true;
+ mGlStateCache.mStencilMask = 0xFF;
+ mGlStateCache.mBlendEnabled = false;
+ mGlStateCache.mDepthBufferEnabled = false;
+ mGlStateCache.mDepthMaskEnabled = false;
+ mGlStateCache.mScissorTestEnabled = false;
+ mGlStateCache.mStencilBufferEnabled = false;
- gl.Disable(GL_DITHER);
+ gl->Disable(GL_DITHER);
- mGlStateCache.mBoundArrayBufferId = 0;
- mGlStateCache.mBoundElementArrayBufferId = 0;
- mGlStateCache.mActiveTextureUnit = 0;
+ mGlStateCache.mBoundArrayBufferId = 0;
+ mGlStateCache.mBoundElementArrayBufferId = 0;
+ mGlStateCache.mActiveTextureUnit = 0;
- mGlStateCache.mBlendFuncSeparateSrcRGB = BlendFactor::ONE;
- mGlStateCache.mBlendFuncSeparateDstRGB = BlendFactor::ZERO;
- mGlStateCache.mBlendFuncSeparateSrcAlpha = BlendFactor::ONE;
- mGlStateCache.mBlendFuncSeparateDstAlpha = BlendFactor::ZERO;
+ mGlStateCache.mBlendFuncSeparateSrcRGB = BlendFactor::ONE;
+ mGlStateCache.mBlendFuncSeparateDstRGB = BlendFactor::ZERO;
+ mGlStateCache.mBlendFuncSeparateSrcAlpha = BlendFactor::ONE;
+ mGlStateCache.mBlendFuncSeparateDstAlpha = BlendFactor::ZERO;
- // initial state is GL_FUNC_ADD for both RGB and Alpha blend modes
- mGlStateCache.mBlendEquationSeparateModeRGB = BlendOp::ADD;
- mGlStateCache.mBlendEquationSeparateModeAlpha = BlendOp::ADD;
+ // initial state is GL_FUNC_ADD for both RGB and Alpha blend modes
+ mGlStateCache.mBlendEquationSeparateModeRGB = BlendOp::ADD;
+ mGlStateCache.mBlendEquationSeparateModeAlpha = BlendOp::ADD;
- mGlStateCache.mCullFaceMode = CullMode::NONE; //By default cullface is disabled, front face is set to CCW and cull face is set to back
+ mGlStateCache.mCullFaceMode = CullMode::NONE; // By default cullface is disabled, front face is set to CCW and cull face is set to back
- //Initialze vertex attribute cache
- memset(&mGlStateCache.mVertexAttributeCachedState, 0, sizeof(mGlStateCache.mVertexAttributeCachedState));
- memset(&mGlStateCache.mVertexAttributeCurrentState, 0, sizeof(mGlStateCache.mVertexAttributeCurrentState));
+ // Initialze vertex attribute cache
+ memset(&mGlStateCache.mVertexAttributeCachedState, 0, sizeof(mGlStateCache.mVertexAttributeCachedState));
+ memset(&mGlStateCache.mVertexAttributeCurrentState, 0, sizeof(mGlStateCache.mVertexAttributeCurrentState));
- //Initialize bound 2d texture cache
- memset(&mGlStateCache.mBoundTextureId, 0, sizeof(mGlStateCache.mBoundTextureId));
+ // Initialize bound 2d texture cache
+ memset(&mGlStateCache.mBoundTextureId, 0, sizeof(mGlStateCache.mBoundTextureId));
- mGlStateCache.mFrameBufferStateCache.Reset();
+ mGlStateCache.mFrameBufferStateCache.Reset();
- GLint maxTextures;
- gl.GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextures);
- DALI_LOG_RELEASE_INFO("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %d\n", maxTextures);
+ GLint maxTextures;
+ gl->GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextures);
+ DALI_LOG_RELEASE_INFO("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %d\n", maxTextures);
+ }
}
/**
*/
void FlushVertexAttributeLocations()
{
- auto& gl = *mController.GetGL();
-
- for(unsigned int i = 0; i < MAX_ATTRIBUTE_CACHE_SIZE; ++i)
+ auto* gl = GetGL();
+ if(gl)
{
- // see if the cached state is different to the actual state
- if(mGlStateCache.mVertexAttributeCurrentState[i] != mGlStateCache.mVertexAttributeCachedState[i])
+ for(unsigned int i = 0; i < MAX_ATTRIBUTE_CACHE_SIZE; ++i)
{
- // it's different so make the change to the driver and update the cached state
- mGlStateCache.mVertexAttributeCurrentState[i] = mGlStateCache.mVertexAttributeCachedState[i];
-
- if(mGlStateCache.mVertexAttributeCurrentState[i])
- {
- gl.EnableVertexAttribArray(i);
- }
- else
+ // see if the cached state is different to the actual state
+ if(mGlStateCache.mVertexAttributeCurrentState[i] != mGlStateCache.mVertexAttributeCachedState[i])
{
- gl.DisableVertexAttribArray(i);
+ // it's different so make the change to the driver and update the cached state
+ mGlStateCache.mVertexAttributeCurrentState[i] = mGlStateCache.mVertexAttributeCachedState[i];
+
+ if(mGlStateCache.mVertexAttributeCurrentState[i])
+ {
+ gl->EnableVertexAttribArray(i);
+ }
+ else
+ {
+ gl->DisableVertexAttribArray(i);
+ }
}
}
}
*/
void SetVertexAttributeLocation(unsigned int location, bool state)
{
- auto& gl = *mController.GetGL();
-
- if(location >= MAX_ATTRIBUTE_CACHE_SIZE)
+ auto* gl = GetGL();
+ if(gl)
{
- // not cached, make the gl call through context
- if(state)
+ if(location >= MAX_ATTRIBUTE_CACHE_SIZE)
{
- gl.EnableVertexAttribArray(location);
+ // not cached, make the gl call through context
+ if(state)
+ {
+ gl->EnableVertexAttribArray(location);
+ }
+ else
+ {
+ gl->DisableVertexAttribArray(location);
+ }
}
else
{
- gl.DisableVertexAttribArray(location);
+ // set the cached state, it will be set at the next draw call
+ // if it's different from the current driver state
+ mGlStateCache.mVertexAttributeCachedState[location] = state;
}
}
- else
- {
- // set the cached state, it will be set at the next draw call
- // if it's different from the current driver state
- mGlStateCache.mVertexAttributeCachedState[location] = state;
- }
}
- EglGraphicsController& mController;
+ /**
+ * Get the pointer to the GL implementation
+ * @return The GL implementation, nullptr if the context has not been created or shutting down
+ */
+ [[nodiscard]] inline Integration::GlAbstraction* GetGL() const
+ {
+ return mGlContextCreated ? mGL : nullptr;
+ }
+
+ EglGraphicsController& mController;
+ Integration::GlAbstraction* mGL{nullptr};
const GLES::PipelineImpl* mCurrentPipeline{nullptr}; ///< Currently bound pipeline
const GLES::PipelineImpl* mNewPipeline{nullptr}; ///< New pipeline to be set on flush
EGLContext mCacheEGLGraphicsContext{0u}; ///< cached window context
};
-Context::Context(EglGraphicsController& controller)
+Context::Context(EglGraphicsController& controller, Integration::GlAbstraction* glAbstraction)
{
- mImpl = std::make_unique<Impl>(controller);
+ mImpl = std::make_unique<Impl>(controller, glAbstraction);
}
Context::~Context()
void Context::Flush(bool reset, const GLES::DrawCallDescriptor& drawCall, GLES::TextureDependencyChecker& dependencyChecker)
{
- auto& gl = *mImpl->mController.GetGL();
+ auto* gl = mImpl->GetGL();
+ if(!gl) // Early out if no gl
+ {
+ return;
+ }
static const bool hasGLES3(mImpl->mController.GetGLESVersion() >= GLESVersion::GLES_30);
{
// @warning Assume that location of array elements is sequential.
// @warning GL does not guarantee this, but in practice, it is.
- gl.Uniform1i(samplers[currentSampler].location + currentElement,
- samplers[currentSampler].offset + currentElement);
+ gl->Uniform1i(samplers[currentSampler].location + currentElement,
+ samplers[currentSampler].offset + currentElement);
++currentElement;
if(currentElement >= samplers[currentSampler].elementCount)
{
attr.format == VertexInputFormat::FVECTOR3 ||
attr.format == VertexInputFormat::FVECTOR4)
{
- gl.VertexAttribPointer(attr.location, // Not cached...
- GLVertexFormat(attr.format).size,
- GLVertexFormat(attr.format).format,
- GL_FALSE,
- bufferBinding.stride,
- reinterpret_cast<void*>(attr.offset));
- }
- else
- {
- gl.VertexAttribIPointer(attr.location,
+ gl->VertexAttribPointer(attr.location, // Not cached...
GLVertexFormat(attr.format).size,
GLVertexFormat(attr.format).format,
+ GL_FALSE,
bufferBinding.stride,
reinterpret_cast<void*>(attr.offset));
}
+ else
+ {
+ gl->VertexAttribIPointer(attr.location,
+ GLVertexFormat(attr.format).size,
+ GLVertexFormat(attr.format).format,
+ bufferBinding.stride,
+ reinterpret_cast<void*>(attr.offset));
+ }
if(hasGLES3)
{
{
case Graphics::VertexInputRate::PER_VERTEX:
{
- gl.VertexAttribDivisor(attr.location, 0);
+ gl->VertexAttribDivisor(attr.location, 0);
break;
}
case Graphics::VertexInputRate::PER_INSTANCE:
{
//@todo Get actual instance rate...
- gl.VertexAttribDivisor(attr.location, 1);
+ gl->VertexAttribDivisor(attr.location, 1);
break;
}
}
if(drawCall.draw.instanceCount == 0)
{
- gl.DrawArrays(GLESTopology(ia->topology),
- drawCall.draw.firstVertex,
- drawCall.draw.vertexCount);
+ gl->DrawArrays(GLESTopology(ia->topology),
+ drawCall.draw.firstVertex,
+ drawCall.draw.vertexCount);
}
else
{
- gl.DrawArraysInstanced(GLESTopology(ia->topology),
- drawCall.draw.firstVertex,
- drawCall.draw.vertexCount,
- drawCall.draw.instanceCount);
+ gl->DrawArraysInstanced(GLESTopology(ia->topology),
+ drawCall.draw.firstVertex,
+ drawCall.draw.vertexCount,
+ drawCall.draw.instanceCount);
}
break;
}
auto indexBufferFormat = GLIndexFormat(binding.format).format;
if(drawCall.drawIndexed.instanceCount == 0)
{
- gl.DrawElements(GLESTopology(ia->topology),
- drawCall.drawIndexed.indexCount,
- indexBufferFormat,
- reinterpret_cast<void*>(binding.offset));
+ gl->DrawElements(GLESTopology(ia->topology),
+ drawCall.drawIndexed.indexCount,
+ indexBufferFormat,
+ reinterpret_cast<void*>(binding.offset));
}
else
{
- gl.DrawElementsInstanced(GLESTopology(ia->topology),
- drawCall.drawIndexed.indexCount,
- indexBufferFormat,
- reinterpret_cast<void*>(binding.offset),
- drawCall.drawIndexed.instanceCount);
+ gl->DrawElementsInstanced(GLESTopology(ia->topology),
+ drawCall.drawIndexed.indexCount,
+ indexBufferFormat,
+ reinterpret_cast<void*>(binding.offset),
+ drawCall.drawIndexed.instanceCount);
}
break;
}
return;
}
- auto& gl = *mImpl->mController.GetGL();
+ auto* gl = mImpl->GetGL();
+ if(!gl) // Early out if no gl
+ {
+ return;
+ }
if(!currentBlendState || currentBlendState->blendEnable != newBlendState->blendEnable)
{
if(newBlendState->blendEnable != mImpl->mGlStateCache.mBlendEnabled)
{
mImpl->mGlStateCache.mBlendEnabled = newBlendState->blendEnable;
- newBlendState->blendEnable ? gl.Enable(GL_BLEND) : gl.Disable(GL_BLEND);
+ newBlendState->blendEnable ? gl->Enable(GL_BLEND) : gl->Disable(GL_BLEND);
}
}
if(newSrcRGB == newSrcAlpha && newDstRGB == newDstAlpha)
{
- gl.BlendFunc(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB));
+ gl->BlendFunc(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB));
}
else
{
- gl.BlendFuncSeparate(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB), GLBlendFunc(newSrcAlpha), GLBlendFunc(newDstAlpha));
+ gl->BlendFuncSeparate(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB), GLBlendFunc(newSrcAlpha), GLBlendFunc(newDstAlpha));
}
}
}
if(newBlendState->colorBlendOp == newBlendState->alphaBlendOp)
{
- gl.BlendEquation(GLBlendOp(newBlendState->colorBlendOp));
+ gl->BlendEquation(GLBlendOp(newBlendState->colorBlendOp));
if(newBlendState->colorBlendOp >= Graphics::ADVANCED_BLEND_OPTIONS_START)
{
- gl.BlendBarrier();
+ gl->BlendBarrier();
}
}
else
{
- gl.BlendEquationSeparate(GLBlendOp(newBlendState->colorBlendOp), GLBlendOp(newBlendState->alphaBlendOp));
+ gl->BlendEquationSeparate(GLBlendOp(newBlendState->colorBlendOp), GLBlendOp(newBlendState->alphaBlendOp));
}
}
}
return;
}
- auto& gl = *mImpl->mController.GetGL();
+ auto* gl = mImpl->GetGL();
+ if(!gl) // Early out if no gl
+ {
+ return;
+ }
if(!currentRasterizationState ||
currentRasterizationState->cullMode != newRasterizationState->cullMode)
mImpl->mGlStateCache.mCullFaceMode = newRasterizationState->cullMode;
if(newRasterizationState->cullMode == CullMode::NONE)
{
- gl.Disable(GL_CULL_FACE);
+ gl->Disable(GL_CULL_FACE);
}
else
{
- gl.Enable(GL_CULL_FACE);
- gl.CullFace(GLCullMode(newRasterizationState->cullMode));
+ gl->Enable(GL_CULL_FACE);
+ gl->CullFace(GLCullMode(newRasterizationState->cullMode));
}
}
}
void Context::ResolveGpuUniformBuffers()
{
- auto& gl = *mImpl->mController.GetGL();
- auto i = 0u;
- for(auto& binding : mImpl->mCurrentUBOBindings)
+ if(auto* gl = mImpl->GetGL())
{
- gl.BindBufferRange(GL_UNIFORM_BUFFER, i++, binding.buffer->GetGLBuffer(), GLintptr(binding.offset), GLintptr(binding.dataSize));
+ auto i = 0u;
+ for(auto& binding : mImpl->mCurrentUBOBindings)
+ {
+ gl->BindBufferRange(GL_UNIFORM_BUFFER, i++, binding.buffer->GetGLBuffer(), GLintptr(binding.offset), GLintptr(binding.dataSize));
+ }
}
}
const auto& targetInfo = renderTarget.GetCreateInfo();
- auto& gl = *mImpl->mController.GetGL();
+ auto* gl = mImpl->GetGL();
+ if(!gl) // Early out if no gl
+ {
+ return;
+ }
if(targetInfo.surface)
{
!Dali::Equals(mImpl->mGlStateCache.mClearColor.a, clearValues[0].color.a) ||
!mImpl->mGlStateCache.mClearColorSet)
{
- gl.ClearColor(clearValues[0].color.r,
- clearValues[0].color.g,
- clearValues[0].color.b,
- clearValues[0].color.a);
+ gl->ClearColor(clearValues[0].color.r,
+ clearValues[0].color.g,
+ clearValues[0].color.b,
+ clearValues[0].color.a);
mImpl->mGlStateCache.mClearColorSet = true;
mImpl->mGlStateCache.mClearColor = Vector4(clearValues[0].color.r,
if(!mImpl->mGlStateCache.mDepthMaskEnabled)
{
mImpl->mGlStateCache.mDepthMaskEnabled = true;
- gl.DepthMask(true);
+ gl->DepthMask(true);
}
mask |= GL_DEPTH_BUFFER_BIT;
}
if(mImpl->mGlStateCache.mStencilMask != 0xFF)
{
mImpl->mGlStateCache.mStencilMask = 0xFF;
- gl.StencilMask(0xFF);
+ gl->StencilMask(0xFF);
}
mask |= GL_STENCIL_BUFFER_BIT;
}
}
SetScissorTestEnabled(true);
- gl.Scissor(renderPassBegin.renderArea.x, renderPassBegin.renderArea.y, renderPassBegin.renderArea.width, renderPassBegin.renderArea.height);
+ gl->Scissor(renderPassBegin.renderArea.x, renderPassBegin.renderArea.y, renderPassBegin.renderArea.width, renderPassBegin.renderArea.height);
ClearBuffer(mask, true);
SetScissorTestEnabled(false);
if(mImpl->mCurrentRenderTarget)
{
GLES::Framebuffer* framebuffer = mImpl->mCurrentRenderTarget->GetFramebuffer();
- if(framebuffer)
+ auto* gl = mImpl->GetGL();
+ if(framebuffer && gl)
{
- auto& gl = *mImpl->mController.GetGL();
- gl.Flush();
+ gl->Flush();
/* @todo Full dependency checking would need to store textures in Begin, and create
* fence objects here; but we're going to draw all fbos on shared context in serial,
void Context::ColorMask(bool enabled)
{
- if(enabled != mImpl->mGlStateCache.mColorMask)
+ auto* gl = mImpl->GetGL();
+ if(gl && enabled != mImpl->mGlStateCache.mColorMask)
{
mImpl->mGlStateCache.mColorMask = enabled;
-
- auto& gl = *mImpl->mController.GetGL();
- gl.ColorMask(enabled, enabled, enabled, enabled);
+ gl->ColorMask(enabled, enabled, enabled, enabled);
}
}
void Context::ClearBuffer(uint32_t mask, bool forceClear)
{
- mask = mImpl->mGlStateCache.mFrameBufferStateCache.GetClearMask(mask, forceClear, mImpl->mGlStateCache.mScissorTestEnabled);
- if(mask > 0)
+ mask = mImpl->mGlStateCache.mFrameBufferStateCache.GetClearMask(mask, forceClear, mImpl->mGlStateCache.mScissorTestEnabled);
+ auto* gl = mImpl->GetGL();
+ if(mask > 0 && gl)
{
- auto& gl = *mImpl->mController.GetGL();
- gl.Clear(mask);
+ gl->Clear(mask);
}
}
void Context::InvalidateDepthStencilBuffers()
{
- auto& gl = *mImpl->mController.GetGL();
-
- GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
- gl.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ if(auto* gl = mImpl->GetGL())
+ {
+ GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
+ gl->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+ }
}
void Context::SetScissorTestEnabled(bool scissorEnabled)
{
- if(mImpl->mGlStateCache.mScissorTestEnabled != scissorEnabled)
+ auto* gl = mImpl->GetGL();
+ if(gl && mImpl->mGlStateCache.mScissorTestEnabled != scissorEnabled)
{
mImpl->mGlStateCache.mScissorTestEnabled = scissorEnabled;
- auto& gl = *mImpl->mController.GetGL();
if(scissorEnabled)
{
- gl.Enable(GL_SCISSOR_TEST);
+ gl->Enable(GL_SCISSOR_TEST);
}
else
{
- gl.Disable(GL_SCISSOR_TEST);
+ gl->Disable(GL_SCISSOR_TEST);
}
}
}
void Context::SetStencilTestEnable(bool stencilEnable)
{
- if(stencilEnable != mImpl->mGlStateCache.mStencilBufferEnabled)
+ auto* gl = mImpl->GetGL();
+ if(gl && stencilEnable != mImpl->mGlStateCache.mStencilBufferEnabled)
{
mImpl->mGlStateCache.mStencilBufferEnabled = stencilEnable;
- auto& gl = *mImpl->mController.GetGL();
if(stencilEnable)
{
- gl.Enable(GL_STENCIL_TEST);
+ gl->Enable(GL_STENCIL_TEST);
}
else
{
- gl.Disable(GL_STENCIL_TEST);
+ gl->Disable(GL_STENCIL_TEST);
}
}
}
void Context::StencilMask(uint32_t writeMask)
{
- if(writeMask != mImpl->mGlStateCache.mStencilMask)
+ auto* gl = mImpl->GetGL();
+ if(gl && writeMask != mImpl->mGlStateCache.mStencilMask)
{
mImpl->mGlStateCache.mStencilMask = writeMask;
- auto& gl = *mImpl->mController.GetGL();
- gl.StencilMask(writeMask);
+ gl->StencilMask(writeMask);
}
}
uint32_t reference,
uint32_t compareMask)
{
- if(compareOp != mImpl->mGlStateCache.mStencilFunc ||
- reference != mImpl->mGlStateCache.mStencilFuncRef ||
- compareMask != mImpl->mGlStateCache.mStencilFuncMask)
+ auto* gl = mImpl->GetGL();
+ if(gl &&
+ (compareOp != mImpl->mGlStateCache.mStencilFunc ||
+ reference != mImpl->mGlStateCache.mStencilFuncRef ||
+ compareMask != mImpl->mGlStateCache.mStencilFuncMask))
{
mImpl->mGlStateCache.mStencilFunc = compareOp;
mImpl->mGlStateCache.mStencilFuncRef = reference;
mImpl->mGlStateCache.mStencilFuncMask = compareMask;
- auto& gl = *mImpl->mController.GetGL();
- gl.StencilFunc(GLCompareOp(compareOp).op, reference, compareMask);
+ gl->StencilFunc(GLCompareOp(compareOp).op, reference, compareMask);
}
}
Graphics::StencilOp depthFailOp,
Graphics::StencilOp passOp)
{
- if(failOp != mImpl->mGlStateCache.mStencilOpFail ||
- depthFailOp != mImpl->mGlStateCache.mStencilOpDepthFail ||
- passOp != mImpl->mGlStateCache.mStencilOpDepthPass)
+ auto* gl = mImpl->GetGL();
+ if(gl &&
+ (failOp != mImpl->mGlStateCache.mStencilOpFail ||
+ depthFailOp != mImpl->mGlStateCache.mStencilOpDepthFail ||
+ passOp != mImpl->mGlStateCache.mStencilOpDepthPass))
{
mImpl->mGlStateCache.mStencilOpFail = failOp;
mImpl->mGlStateCache.mStencilOpDepthFail = depthFailOp;
mImpl->mGlStateCache.mStencilOpDepthPass = passOp;
- auto& gl = *mImpl->mController.GetGL();
- gl.StencilOp(GLStencilOp(failOp).op, GLStencilOp(depthFailOp).op, GLStencilOp(passOp).op);
+ gl->StencilOp(GLStencilOp(failOp).op, GLStencilOp(depthFailOp).op, GLStencilOp(passOp).op);
}
}
void Context::SetDepthCompareOp(Graphics::CompareOp compareOp)
{
- if(compareOp != mImpl->mGlStateCache.mDepthFunction)
+ auto* gl = mImpl->GetGL();
+ if(gl && compareOp != mImpl->mGlStateCache.mDepthFunction)
{
mImpl->mGlStateCache.mDepthFunction = compareOp;
- auto& gl = *mImpl->mController.GetGL();
- gl.DepthFunc(GLCompareOp(compareOp).op);
+
+ gl->DepthFunc(GLCompareOp(compareOp).op);
}
}
void Context::SetDepthTestEnable(bool depthTestEnable)
{
- if(depthTestEnable != mImpl->mGlStateCache.mDepthBufferEnabled)
+ auto* gl = mImpl->GetGL();
+ if(gl && depthTestEnable != mImpl->mGlStateCache.mDepthBufferEnabled)
{
mImpl->mGlStateCache.mDepthBufferEnabled = depthTestEnable;
- auto& gl = *mImpl->mController.GetGL();
if(depthTestEnable)
{
- gl.Enable(GL_DEPTH_TEST);
+ gl->Enable(GL_DEPTH_TEST);
}
else
{
- gl.Disable(GL_DEPTH_TEST);
+ gl->Disable(GL_DEPTH_TEST);
}
}
}
void Context::SetDepthWriteEnable(bool depthWriteEnable)
{
- if(depthWriteEnable != mImpl->mGlStateCache.mDepthMaskEnabled)
+ auto* gl = mImpl->GetGL();
+ if(gl && depthWriteEnable != mImpl->mGlStateCache.mDepthMaskEnabled)
{
mImpl->mGlStateCache.mDepthMaskEnabled = depthWriteEnable;
- auto& gl = *mImpl->mController.GetGL();
- gl.DepthMask(depthWriteEnable);
+ gl->DepthMask(depthWriteEnable);
}
}
void Context::ActiveTexture(uint32_t textureBindingIndex)
{
- if(mImpl->mGlStateCache.mActiveTextureUnit != textureBindingIndex)
+ auto* gl = mImpl->GetGL();
+ if(gl && mImpl->mGlStateCache.mActiveTextureUnit != textureBindingIndex)
{
mImpl->mGlStateCache.mActiveTextureUnit = textureBindingIndex;
- auto& gl = *mImpl->mController.GetGL();
- gl.ActiveTexture(GL_TEXTURE0 + textureBindingIndex);
+ gl->ActiveTexture(GL_TEXTURE0 + textureBindingIndex);
}
}
void Context::BindTexture(GLenum target, BoundTextureType textureTypeId, uint32_t textureId)
{
uint32_t typeId = static_cast<uint32_t>(textureTypeId);
- if(mImpl->mGlStateCache.mBoundTextureId[mImpl->mGlStateCache.mActiveTextureUnit][typeId] != textureId)
+ auto* gl = mImpl->GetGL();
+ if(gl && mImpl->mGlStateCache.mBoundTextureId[mImpl->mGlStateCache.mActiveTextureUnit][typeId] != textureId)
{
mImpl->mGlStateCache.mBoundTextureId[mImpl->mGlStateCache.mActiveTextureUnit][typeId] = textureId;
- auto& gl = *mImpl->mController.GetGL();
- gl.BindTexture(target, textureId);
+ gl->BindTexture(target, textureId);
}
}
void Context::GenerateMipmap(GLenum target)
{
- auto& gl = *mImpl->mController.GetGL();
- gl.GenerateMipmap(target);
+ if(auto* gl = mImpl->GetGL())
+ {
+ gl->GenerateMipmap(target);
+ }
}
bool Context::BindBuffer(GLenum target, uint32_t bufferId)
{
- switch(target)
+ if(auto* gl = mImpl->GetGL())
{
- case GL_ARRAY_BUFFER:
+ switch(target)
{
- if(mImpl->mGlStateCache.mBoundArrayBufferId == bufferId)
+ case GL_ARRAY_BUFFER:
{
- return false;
+ if(mImpl->mGlStateCache.mBoundArrayBufferId == bufferId)
+ {
+ return false;
+ }
+ mImpl->mGlStateCache.mBoundArrayBufferId = bufferId;
+ break;
}
- mImpl->mGlStateCache.mBoundArrayBufferId = bufferId;
- break;
- }
- case GL_ELEMENT_ARRAY_BUFFER:
- {
- if(mImpl->mGlStateCache.mBoundElementArrayBufferId == bufferId)
+ case GL_ELEMENT_ARRAY_BUFFER:
{
- return false;
+ if(mImpl->mGlStateCache.mBoundElementArrayBufferId == bufferId)
+ {
+ return false;
+ }
+ mImpl->mGlStateCache.mBoundElementArrayBufferId = bufferId;
+ break;
}
- mImpl->mGlStateCache.mBoundElementArrayBufferId = bufferId;
- break;
}
- }
- // Cache miss. Bind buffer.
- auto& gl = *mImpl->mController.GetGL();
- gl.BindBuffer(target, bufferId);
- return true;
+ // Cache miss. Bind buffer.
+ gl->BindBuffer(target, bufferId);
+ return true;
+ }
+ return false;
}
void Context::DrawBuffers(uint32_t count, const GLenum* buffers)
{
- mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
- mImpl->mGlStateCache.DepthBufferWriteEnabled(),
- mImpl->mGlStateCache.StencilBufferWriteEnabled());
+ if(auto* gl = mImpl->GetGL())
+ {
+ mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
+ mImpl->mGlStateCache.DepthBufferWriteEnabled(),
+ mImpl->mGlStateCache.StencilBufferWriteEnabled());
- auto& gl = *mImpl->mController.GetGL();
- gl.DrawBuffers(count, buffers);
+ gl->DrawBuffers(count, buffers);
+ }
}
void Context::BindFrameBuffer(GLenum target, uint32_t bufferId)
{
- mImpl->mGlStateCache.mFrameBufferStateCache.SetCurrentFrameBuffer(bufferId);
+ if(auto* gl = mImpl->GetGL())
+ {
+ mImpl->mGlStateCache.mFrameBufferStateCache.SetCurrentFrameBuffer(bufferId);
- auto& gl = *mImpl->mController.GetGL();
- gl.BindFramebuffer(target, bufferId);
+ gl->BindFramebuffer(target, bufferId);
+ }
}
void Context::GenFramebuffers(uint32_t count, uint32_t* framebuffers)
{
- auto& gl = *mImpl->mController.GetGL();
- gl.GenFramebuffers(count, framebuffers);
-
- mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersCreated(count, framebuffers);
+ if(auto* gl = mImpl->GetGL())
+ {
+ gl->GenFramebuffers(count, framebuffers);
+ mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersCreated(count, framebuffers);
+ }
}
void Context::DeleteFramebuffers(uint32_t count, uint32_t* framebuffers)
{
- mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersDeleted(count, framebuffers);
+ if(auto* gl = mImpl->GetGL())
+ {
+ mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersDeleted(count, framebuffers);
- auto& gl = *mImpl->mController.GetGL();
- gl.DeleteFramebuffers(count, framebuffers);
+ gl->DeleteFramebuffers(count, framebuffers);
+ }
}
GLStateCache& Context::GetGLStateCache()
}
// Remove cached VAO map
- auto* gl = mImpl->mController.GetGL();
+ auto* gl = mImpl->GetGL();
if(gl)
{
const auto* program = pipeline->GetCreateInfo().programState->program;